forum

Ni-Sokkususu - Blade Dance

posted
Total Posts
115
show more
Topic Starter
lolia
Thank you all xD
Irohas
gratz dude!!
Affirmation
헉 드디어...!
m3gB3g
NOOOO WAY XD
Reillia
홀리 쮓
Kagetsu
gratz
I Must Decrease
why is soft-hitfinish a finish hitsound when its a light drum hit. With hitsounds disabled it sounds very bad :\
hi-mei
wrong timing, wrong emphasis, wrong hitsounding, lazy volume control

gratz on quali i guess
tit
Love the mapping. 8-)
Monstrata
We mod maps wit the assumption that ppl use default settings (like default skin) shouldn't we also assume that players will have custom hitsounds enabled since thats the default setting? @Xexxar.

Maybe this isn't the right place for the discussion though.
tit
:arrow: Fits really nice and bpm feels perfect with the mapping
Cellina

hi-mei wrote:

wrong timing, wrong emphasis, wrong hitsounding, lazy volume control

gratz on quali i guess
what is wrong with you
Pachiru

hi-mei wrote:

wrong timing, wrong emphasis, wrong hitsounding, lazy volume control

gratz on quali i guess
Even with this, it's still better than your maps, hi-mei.
Nao Tomori
i agree with xexxar, while obviously in the default settings of the map (with map hitsounds on) it sounds perfectly fine, if you turn them off then it sounds god awful. but with the quick fix of changing it to whistle instead of finish, then this issue could be completely avoided. please consider this option...
Dragontail
Well I posted this on qualified maps, but doyak told me to post it here, so... I believe that your usage of 1/4 sliders is a little odd. Example 00:14:760 is put as two 1/2 beats, but next two are a 1/4 slider and a 1/2 beat. I believe this does not flow well with such contradictory measures, and am not sure if it really fits the song and sounds like you are mapping to existent beats. It may just be me, and I am bad mapper/modder, but it just sorta bugs me while playing. Please take it into consideration!
Topic Starter
lolia

Naotoshi wrote:

i agree with xexxar, while obviously in the default settings of the map (with map hitsounds on) it sounds perfectly fine, if you turn them off then it sounds god awful. but with the quick fix of changing it to whistle instead of finish, then this issue could be completely avoided. please consider this option...
It's up to players' skin. (Hitsound is fine with my skin)
Skin is a personal thing in the Game. So, it's player's responsibility if there are issues by using skin.

@Dragontail : I'll post tonight

Dragontail wrote:

Well I posted this on qualified maps, but doyak told me to post it here, so... I believe that your usage of 1/4 sliders is a little odd. Example 00:14:760 is put as two 1/2 beats, but next two are a 1/4 slider and a 1/2 beat. I believe this does not flow well with such contradictory measures, and am not sure if it really fits the song and sounds like you are mapping to existent beats. It may just be me, and I am bad mapper/modder, but it just sorta bugs me while playing. Please take it into consideration!
I can't say about your play but I can say about pattern.
The reason that I used 1/4 sliders was that I thought the lyric is important. You can see that all of 1/4 sliders are on 'HAI'. So the usage of 1/4 sliders isn't contradictory thing I think. Flow is also simple cuz all tails of 1/4 slider are following the next note. So if you faced some weird things, I guess you don't experience to various 1/4 slider patterns yet x.x
Pachiru
Hitsounds are good also with my skin.
Stedoss
what's with this kiai time? 01:07:059 (1,2)
Topic Starter
lolia

Stedoss wrote:

what's with this kiai time? 01:07:059 (1,2)
It's for a fountain effect :3
Vivyanne
Hi! I have some concers for the top diff!

00:04:332 (2,4) - Seeing the patterning used before in the map, why isn't this stacked like 00:00:482 (2,4) - and 00:03:049 (2,4) - ? It doesn't make much sense to me to have the same pattern done differently when the song wasn't asking for it. If you wanted a change, I think a change in angle to 00:04:493 (3) - would be the best for emphasising the vocals.
00:12:193 (1,2,1,2,1,2) - Why do these enforce a circular motion all of the sudden? In all other occations that are really damn similar to this one you enforce a circular flow with the jumps being placed vertically on the grid, but here you decide that your old patterning doesn't matter anymore even though it's the exact same set of sounds? Also why are 00:12:514 (1,1) - curved it only makes it even more inconsistent and weird.
00:15:723 (1,2) - Wouldn't a slider be better here? Currently seen from tapping emphasis there is no difference to 00:15:081 (1,2,1,2) - . What this does while playing is that it doesn't feel like the song is changing (which it is here) and just feels like the big jumps are over. A slider would help the player recognise that there's an upcoming change and thus makes the player more connected to the song.
00:20:215 (1,2,3) - These feel really noticable to me. I don't get what you're trying to accomplish with the spacing here. The change is so small that it barely feels like anything's changing while playing in the map itself, even though the song is clearly more intense on these 3 notes. I think a bigger spacing change or perhaps even a angle change would fit here really well to let the player know there's something going on. (like, you did something noticable at 00:30:482 (1,2,3) - so why not here!!)
00:25:027 (1) - Why is this the only kickslider with a curve it doesn't make sense with the other sliders that you mapped here :v
00:39:466 (3,1) - Patterning inconsistency, isn't (1) supposed to be stacked on the tail of (3) like you did on 00:36:899 (3,1) - ? It feels weird to have sounds be the exact same but the patterning to be slightly off for no particular reason at all other than it ?subjectively looking nice?
00:42:354 (6,7) - This is the reason why I'm writing this. Can you please, really really PLEASE unstack these? The jumps are slowly crawling to their max and the music is intensifying but you just destroy the entire momentum that you built up with the stack. It feels so disappointing to have this in the map, honestly. Can this please be a jump like the rest of the section? The drums aren't getting any calmer so I don't see a reason why you'd want to kill all movement momentum just like this.
00:48:931 (1,2) - Kinda the only situation in which you decide to use a really sharp angle after a slider. Would be cool to have this note be right to the slider like you had in legit all other situations in which the same emphasis is taking place.
00:57:113 (2,5) - Again, you stack a lot in the map but just undo the stacking here? Weird aesthetical choice man
01:05:134 (1,2,3) - I do by far not agree on these notes being stacked, especially with 01:05:616 (4) - . What you're doing here is indeed making the notes noticable by removing all possible movement, but to be fair is it really what the loud drums and really intense hitsounds deserve? I get that it's after a really slow slider and it might be suprising for players to have jumps after, but the drums kick in randomly too so why not give the feeling of the song away in the map? Also please unstack 01:05:616 (4) - to make it a noticable ending of the kiai part.
01:11:231 (3) - Missed kickslider? I still here the "Hai" shout thing here noticably so why is this the only place without a kickslider? I mean, 01:11:551 (1,1) - has them too and 01:08:664 (1,1,1) - is almost the exact same in the song so what's the point in making it different?

When replying, can you please not respond with something along the lines of "I think it looks nice"? I tried to look at what you were doing with the map and based my points off of that. I want to understand what what you are doing here so please make me able to understand it.

I hope you consider these points with the intent of bettering the map and not to keep qualified status, good luck!
hi-mei
greetings
ok so, since it will be ranked soon, I should express my concerns about it to make sure that I did at least something to keep the high standards in ranked section.

first of all, Im more than concerned about hitsounding

with default hitsound this map (now im talking about the last diff) :x has a very controversial sounding
basically, to know what im talking about, you should turn off the custom hitsounds and go to
00:41:391 - till 00:46:364 -
it actually happens thru the entire diff.

basically its just all wrong and weird.

by saying that "oh, its up to user's skin" - your literally forcing people to adjust their skins to play your map. which is at least questionable I suppose?

moving up next:
00:07:059 (1,2,1,2,1,2) - i dont really understand why is this patternized like that, basically
00:07:059 (1,2) -
00:07:380 (1,2) -
00:07:701 (1,2) -
^ all of them has different distance, despite that the sound is still the same, also I dont really understand you used kick sldiers there, since its a very uncomfortable pattern, moreover, usually kicksliders are used to cover the mediocre sound on slider end in triplets, but in this sound measure you dont have it.
It is literally 1/2 jumps right there. So you mapping drops here 00:06:739 (1,2) - , and then switching to drops+VOCAL 00:07:059 (1,2,1,2,1,2) - , which is inconsistent and wrong in my opinion, since is deluding the players from understanding the rhythm youre following.

not to mention that ure basically copied entire pattern 00:09:305 (1,2,1,2,1,2,1,2) - here and flipped it horizontally, which isnt contributing to the overall quality.

next up, I am highly concerned about the structure in this map:
00:12:193 (1,2,1,2,1,2) - it is a bad attempt to add a variety in structure, that youre used twice (copy-paste ^ that i mentioned above), I dont see any structure, or any logical object placement there, its just flow and thats it.
like, why is this slider has 3 anchors? 00:12:835 (1) - you didnt use it before in the same sound measures.
00:14:760 (1,2,1,2,1,2) - the transition from horizontal jumps into kickslider>jump>flow break> kickslider>jump here is so forced that its literally pain to play.

on the same "HAI-HAI-HAI" vocals you never used bends on slider, 00:25:027 (1,2) - what happened here? it was always linear flow from kickslider>jump

00:26:150 (2,3,4,5) - flow here is so destroyed to the point where its non-existent, I legitimately cant see this working in current ranking standarts of mapping.

and the same things are repeating over and over thru the entire diff.

no structure, flow-breaks here and there without a visible reason for it.

example of how you could make it better:
00:41:391 (1,2,3,4,5) - here is a nice opportunity to use a star polygon
00:42:995 (2,3,4,5,1) - ^
00:46:846 (2,3,4,5,6,3,4,5,6,7) - they are just blatantly copied and they are not even linear, you could make them in one line at least?
00:49:412 (3,4,5,6,7) - same thing, its just flipped from the previous stream, despite it is a different vocal measure.

ok here is a obvious example of how inconsistent and broken this structure is:
01:08:664 (1,2,1,2,1,2) - (70% volume) compare this and 00:07:059 (1,2,1,2,1,2) - this (65% volume)
that means, that the first one shud be spaced more than second one, but for some reason ure going from 2.2 in first measure, to 1.9 in second one.
01:13:797 (1,2,1,2,1,2) - same thing, structure in these measures is inconsistent.


01:19:252 (1,2,1,2) - it is basically overmapped jumps that were put to force high SR.
you might say, hey, its KIAI

tho i dont see a reason to put a kiai here at all

lets see:
01:18:931 (1,2,1,2,1,2) - 70% volume HAI-HAI-HAi chorus ds 2.2-2.5
01:13:797 (1,2,1,2,1,2) - same 70% volume, same hai-hai-hai chorus, ds 4.0-6.2 ????


ok so lets see what is happening in Extra:
00:51:979 (2,3,4,5,6) - so basically this thing is somehow different from 00:49:412 (3,4,5,6,7) - 00:48:129 (3,4,5,6,7) - etc
despite the fact that its a same big sound measure that shud has the same distance correlation.
00:54:546 (3,4,5,6,7) - etc

and also its just sad to see that youre copying everything over and over, just zero improvisation.

01:22:140 - 01:22:461 - why finishes there? I think its a mistake. its just simply wrong, you probably forgot to apply some custom hitsounds there.
also, moreover I can say that some of slider ends should be silenced
00:38:022 - example (it comes to highest diff as well)

Well, in assumption I can say that this map is very unpolished, mapped not carefully and needs more work.

And you know, its not just me, even more people think that its really bad.
Some of them are members of BNG.

Nonetheless, I affirm that this map is not ready to be ranked and needs to be disqualified for further development.
N0thingSpecial
Just a few concerns considering the last diff nothing big really

00:15:883 (2) - for a vocal focus map I think this is not really needed, with how the intro is mapped the guitar never stood out and 00:15:883 (2) - was an unexpected click

00:18:450 (2) - ^same

00:26:150 (2) - ^same

00:28:717 (2) - ^same

00:49:412 (3,4,5,6,7) - concerned for changing stream direction from horizontal to vertical which is inconsistent with how you mapped the later part, you have good aesthetic sense, it should be easy to fix.

good luck
Topic Starter
lolia
Too sleepy..

HighTec wrote:

Hi! I have some concers for the top diff!

00:04:332 (2,4) - Seeing the patterning used before in the map, why isn't this stacked like 00:00:482 (2,4) - and 00:03:049 (2,4) - ? It doesn't make much sense to me to have the same pattern done differently when the song wasn't asking for it. If you wanted a change, I think a change in angle to 00:04:493 (3) - would be the best for emphasising the vocals.
// First of all, here is same as 00:01:765 (2,3) - , not same as 00:00:482 (2,4) - and 00:03:049 (2,4) - . And now, let's see the pattern. I didn't want to change flow because music doesn't change dramatically. So, I thought it's enough to change rhythm(1/2 slider to 2 notes) and unstack.

00:12:193 (1,2,1,2,1,2) - Why do these enforce a circular motion all of the sudden? In all other occations that are really damn similar to this one you enforce a circular flow with the jumps being placed vertically on the grid, but here you decide that your old patterning doesn't matter anymore even though it's the exact same set of sounds? Also why are 00:12:514 (1,1) - curved it only makes it even more inconsistent and weird.
// I don't think it's sudden change. As I unstacked 00:10:589 (1,2,3) - this (previous part was stacked like 00:05:455 (1,2) - and 00:08:022 (1,2) - ), I tried to tell players about 'CHANGE'. So this part is different previous part, it's fine.

00:15:723 (1,2) - Wouldn't a slider be better here? Currently seen from tapping emphasis there is no difference to 00:15:081 (1,2,1,2) - . What this does while playing is that it doesn't feel like the song is changing (which it is here) and just feels like the big jumps are over. A slider would help the player recognise that there's an upcoming change and thus makes the player more connected to the song.
// My opinion is different. I wanted to notify the change of song to player by giving dramatic spacing gap, because 00:15:402 (1,2) - this spacing is quite big. But 1/2 slider doesn't demand lots of movement of cursor. It's really tiny. So I put circle jump with almost same flow and small spacing.

00:20:215 (1,2,3) - These feel really noticable to me. I don't get what you're trying to accomplish with the spacing here. The change is so small that it barely feels like anything's changing while playing in the map itself, even though the song is clearly more intense on these 3 notes. I think a bigger spacing change or perhaps even a angle change would fit here really well to let the player know there's something going on. (like, you did something noticable at 00:30:482 (1,2,3) - so why not here!!)
//Well, I changed spacing because of first appearence of snare(?) sounds, but it doesn't too loud. So I thought it's enough spacing with NC.

00:25:027 (1) - Why is this the only kickslider with a curve it doesn't make sense with the other sliders that you mapped here :v
// Because the rule of 1/4 sliders in this diff was 'Face to the next note'. Not straight slider. So it's mutable anytime :3

00:39:466 (3,1) - Patterning inconsistency, isn't (1) supposed to be stacked on the tail of (3) like you did on 00:36:899 (3,1) - ? It feels weird to have sounds be the exact same but the patterning to be slightly off for no particular reason at all other than it ?subjectively looking nice?
// To be exact, 00:40:108 (1,2,3,4,5) - this pattern is inconsistent. Because of 00:40:749 - this cymbal sound, I felt 00:40:108 (1,2,3,4,5) - this is intermediate status between 00:38:824 (1,2,3,4) - and 00:41:391 (1,2,3,4,5,6,7) - . So I thought it's fine to change pattern a bit.

00:42:354 (6,7) - This is the reason why I'm writing this. Can you please, really really PLEASE unstack these? The jumps are slowly crawling to their max and the music is intensifying but you just destroy the entire momentum that you built up with the stack. It feels so disappointing to have this in the map, honestly. Can this please be a jump like the rest of the section? The drums aren't getting any calmer so I don't see a reason why you'd want to kill all movement momentum just like this.
// lol, I just wanted to distinguish this and 00:43:637 (1,2) - this because 00:43:637 (1,2) - this vocal is stronger than 00:42:354 (6,7) - this. So I stacked this and didn't NC here.

00:48:931 (1,2) - Kinda the only situation in which you decide to use a really sharp angle after a slider. Would be cool to have this note be right to the slider like you had in legit all other situations in which the same emphasis is taking place.
// I had known this flow, but I thought it's fine. Because (1) is 1/2 slider, so real flow isn't so sharp I thought.

00:57:113 (2,5) - Again, you stack a lot in the map but just undo the stacking here? Weird aesthetical choice man
// Hmm, if the reason is only aesthetical thing, I just like this.

01:05:134 (1,2,3) - I do by far not agree on these notes being stacked, especially with 01:05:616 (4) - . What you're doing here is indeed making the notes noticable by removing all possible movement, but to be fair is it really what the loud drums and really intense hitsounds deserve? I get that it's after a really slow slider and it might be suprising for players to have jumps after, but the drums kick in randomly too so why not give the feeling of the song away in the map? Also please unstack 01:05:616 (4) - to make it a noticable ending of the kiai part.
// The reason that I stacked all notes is for emphasis of difference between 01:04:493 (3,4) - this two slider. And.. I can't understand why I should unstack (4) for just end if KIAI x.x

01:11:231 (3) - Missed kickslider? I still here the "Hai" shout thing here noticably so why is this the only place without a kickslider? I mean, 01:11:551 (1,1) - has them too and 01:08:664 (1,1,1) - is almost the exact same in the song so what's the point in making it different?
// 01:08:664 (1,2,1,2,1,2) - Here is only 'HAI', but 01:11:231 (3,4,1,2,1,2) - here is two vocal at the same time. So I wanted to hold another vocal for 1 beat so it can be different from previous 'HAI' part.

When replying, can you please not respond with something along the lines of "I think it looks nice"? I tried to look at what you were doing with the map and based my points off of that. I want to understand what what you are doing here so please make me able to understand it.

I hope you consider these points with the intent of bettering the map and not to keep qualified status, good luck!
Will check rest of post after sleep.. orz
zev

  • Black and White
  1. 00:00:482 (2,3,4) - the contrast of those jumps are wrong, the song is emphasizing white ticks (stamps), the back and forth pattern doesn't fit, lowering spacing on
    00:00:803 (4) - would make it make sense again, this is actually quite important because it's the start of the map, on a map like this with a somewhat flexible spacing concept this is one thing you need to get right imo,
  2. 00:01:926 (3,4,5) - even though this part has correct contrast on spacing emphasize I'm not really fond of how you represent the song here,
    00:01:926 (3,4) - this part flows and plays exactly like 00:00:963 (5,6) - while the song's melody on 00:01:926 (3,4,5) - is finally changing & doing something different, it's really something you should get right with a flexible spacing concept which could be easily applied . it doesn't really feel mapped to the song pattern wise.
  3. 00:02:567 (5) - what about a 3/4 slider? the song is doing a long hold note, a 1/1 feels logically a bit counterintuitive.
  4. 00:03:049 (2,3) - again spacing contrast isn't contributed correctly with this back and forth, you are ignoring both instruments in your spacing.
  5. 00:03:530 (5,6) - Why does this pattern does something completely different from 00:01:926 (3,4) - & 00:00:963 (5,6) - ?
    You are variating the placement of your patterns in a wrong way, you should do it when the song changes and not just randomly whenever you feel like it lol.
    this is what I meant with 00:01:926 (3,4,5) - you are ignoring the variation of the song and making up your own in your patterns.
  6. 00:00:322 (1,2) - i don't see a reason why spacing is bigger now? the song starts getting intense on 00:04:493 -
  7. 00:04:653 (4) - spacing contrast is really odd here why is (4) the most emphasized? i assume the map is following vocals because that's why the spacing increases, but then it doesn't make sense how you still put the highest spacing on 00:04:653 (4) - cause the song is not emphasizing that note,
    there's only that Scottish sounding instrument there(i don't know what it's called) please alter your spacing.
  8. 00:05:455 (1,2,3,4,5,6,1,2) - This arrangement looks a cluttered, but that's not really what concerns me the most.
    you are putting spacing emphasis on 00:06:097 (4) - clap, 00:06:257 (5) - Scottish instrument(idk name) and on the vocals 00:06:418 (6) -
    It doesn't make sense you are trying to emphasize everything which ends up emphasizing nothing. the player won't be able to know what you are following you are just drowning the player in information, this is actually something somewhat objectively bad hence why there's a guideline about it.
    I don't see why you would follow all layers of the song at the same time why? please follow like max 2.
  9. 00:08:343 (3,4,5,6,1) - again you are following too much and drowning players in information of what is being followed.
    don't follow everything.
  10. 00:09:947 (1,2) - this is where the song makes a distinct change in the song and you hitsounded it too, why does it have the weakest emphasize from the group? 00:08:824 (5,1,2,1,2,1,2) - there are many ways to emphasize that sound on 00:09:947 (1) - , a rhythm change, sv change, or simply more spacing, why did you to decide to ignore it? spacing contribution looks lazy done, not only that but you put more spacing emphasize on other parts which are kinda harassing the correlation to the song a bit, just compare 00:09:947 (1,2) - to this 00:12:514 (1,2) -
  11. 00:10:749 (2,3) - this is an aesthetical error, being that these look the same like 00:09:626 (1,2,1,2,1,2) - look similar but they are not the same part of the song, it looks really misleading, you didn't do it here 00:11:391 (5,6) - would fix that, and
  12. 00:11:231 (4,5,6,1,2) - stop following everything, this is standard mode not mania.
  13. 00:12:193 (1,1,1) - you would think the that the way how these sliders are now curved would indicate something in the music but nothing happends why is are those curved?
  14. 00:13:156 (1,2,3,4,5,6) - This is bad.
    You suddenly have this part of the song 00:13:156 (1,2,3,4,5,6) - really overlapped with this part of the
    song 00:12:193 (1,2,1,2,1,2) - but these part don't relate to each other at all and you didn't do it before (see 00:08:022 (1,2,3,4,5,6) - )
    there is this thing with mapping if you map to the same place the previous entry will kinda lose it's emphasized. it would be way better of if you gave the middle or down right corner of the playfield more love.
  15. 00:13:797 (4,5,6) - there is no real reason or logic behind the idea "when does a back and forth appear"
    00:05:776 (3,6) - no back and forth
    00:08:343 (3,6) - no back and forth
    00:10:589 (1,2,3) - back and forth 00:11:551 (6) - no back and forth
    00:13:477 (3,6) - back and forth
    so it's structured like 0 0, 0 0, 1 0, 1 1, can you explain those?
  16. 00:14:920 (2) - your new combo indicates that you are mapping to the vocals, but why do you immediately put emphasis on 00:14:920 (2) -
    doesn't make sense lol, again you are drowning the player in information. You are following 4 instruments 00:14:439 (1,2,1,2) - it's really unclear what you are following lol.
  17. 00:15:081 (1,2,1,2) - It's really odd how you now actually milk the hell out of those cymbal crashess while you didn't follow it here 00:09:947 (1,2) -
  18. 00:20:856 (1,2,3,4,5,6) - why do you follow the "hey" vocal on 00:21:177 (3) - and then you don't follow it on 00:21:819 (6) - ? seems a inconsistent rhythm choice considering you decide to map those vocals again at 00:22:461 (3,1,1) - the rhythms are randomly crossing with the other vocals for no reason feels vague. and other times when the song does the same thing you do follow it at for example at 00:34:011 (3,6) -
  19. 00:25:027 (1) - why is this slider different, don't see why. you know when you randomly change those things players will think something changed in the song but nothing happens in the song so it looks uncalled for.
  20. 00:22:781 (1,2,1,2,1,2,3,4,5,6,1,2,1,2,1,2,1,2,2) - looks a bit cluttered and right side of the playfield could use some love too
  21. 00:25:348 (1,2,1,2) - this overlap especially, it aesthetically doesn't make sense cause those 1/4 jumps never overlapped each other.
    this also could be arranged better 00:24:225 (5,2,2,2,2,2) -
  22. 00:28:236 (6) - This an error here with your sliderdesigns compare 00:27:915 (5,6) - with 00:17:648 (5,6) -
  23. 00:30:482 (1,2,3) - really bad choice for a back and forth here.
    but the song is only putting a lot of emphasize on (1) and (3).
  24. 00:37:541 (1,2,3) - logically doesn't make sense to have a back and forth here this is an entirely different part of the song why do you map it the same way?
  25. 00:40:428 (3,4,5) - this flows smilair to 00:37:862 (3,4,5) - while the vocals doing something different.
  26. 00:43:477 (5,2,2) - placement like this a bit offensive to mappers who try to make their jumps look neat this could, for example, form a triangle it makes really big aesthetical differences if you stuff like that imo, this is why some mappers hexagrid.
  27. 00:44:920 (2) - the guitar stops producing 1/2 notes here 00:45:081 (3) - why so much spacing on here? it's not following the song lol.
  28. 00:47:648 (1,1) - why are these two sliders differently shaped? the song isn't changing & it's kinda devaluing the meaning of your sliderdesigns on 00:50:215 (1,3)
    01:05:616 (4) - kiai blast does fit but, the song technically goes into a whole kiai again.
    01:22:140 (1,2) - what calls for this stacking overlap? it doesn't look ugly but, you never did it before.
placeholder didnt finish

You don't account how the map sounds with ignored hitsounds, that's something on the player's end. I don't think anything is wrong with that.
Just like how offscreen hard rock objects are not unrankable. can be ignore, however i do think there's quite alot wrong with this map though lol.
Natsu

Monstrata wrote:

We mod maps wit the assumption that ppl use default settings (like default skin) shouldn't we also assume that players will have custom hitsounds enabled since thats the default setting? @Xexxar.
I also agree, if people turn off hitsounds, sb, skin in a mapset is by their own risk...
Cryptic
Hello!
Since quite a few concerns have been raised regarding the top diff's spacing/design and the hitsounding in general, Lets disqualify this to allow some more time for discussion.
_handholding
After looking through the mods a lot of the stuff are rather subjective and don't seem to actually try to understand why the map was made that way and why it fits. Also about hittsounding, a map's rankability should be built around default settings, this includes hitsounds, no mod etc. Forcing someone to accommodate their map to a player's skin shouldn't be mandatory


@Modders Please use more simple sentences so it's easier to understand
I Must Decrease
Since the map was DQ'd, I am just gonna re-recommend changing soft_hitfinish to something like drum_hitnormal.

GL...

also nice wall mods all at the same time guys!
Enon
it has been 7 days from it got qualified and....
Topic Starter
lolia

Enon wrote:

it has been 7 days from it got qualified and....
xd

Will be comeback as Black or White 2.0 ww
Left
omg why
Novalian
rip
Syph
that's pretty sad lol
hi-mei

Cellina wrote:

hi-mei wrote:

wrong timing, wrong emphasis, wrong hitsounding, lazy volume control

gratz on quali i guess
what is wrong with you
not with me, but with this map instead
Left
deleted by request of Sonnyc
카리아님 화이팅
hi-mei
well, i did read that, however me and others are still concerned about the entire thing
and since it got attention of qat, i can assume that there is something wrong with this map
Meg
i don't recommend you to use 1/4 sliders together with vocal "hai!"
just overmapped
_handholding
GL Karia, I hope you can get this qualified again!
Stjpa

hi-mei wrote:

well, i did read that, however me and others are still concerned about the entire thing
and since it got attention of qat, i can assume that there is something wrong with this map
Not really. It got dq'd because you guys thought it would be a great idea to wait until it's about to get ranked so they literally had to dq it for discussion.

Funnily enough, all the "issues" pointed out in the dq mods are subjective or don't have a real reasoning, but welp. The only thing that bothers me personally are the visuals but that's it.
Sonnyc
Dear hi-mei, I've been reviewing your mod post and I think you could be taking advantage by the looking at some of the code of conduct for modding and mapping.
CoC
[quote="Code of Conduct: Modding and Mapping":1337]
  1. The goal of modding is to help a mapper improve their work so that it can be pushed towards Ranked status if the mapper chooses to do so. If you're not interested in helping people, steer clear of the discussion to avoid hurting them.
  2. Treat others as you wish to be treated. People are more receptive to kind, helpful suggestions than hostile ones. Try to understand others’ point-of-view rather than attack it - nobody likes to feel worthless, incompetent or stupid. If you are a masochist, assume that all others are not.
  3. Before modding, ensure your intentions are good and you are focused on the task at hand. No-one likes to receive a rude or lazy mod.
  4. Unless the concept behind a beatmap is fundamentally flawed from the start, modding should aim to improve the map in its current design - not force your own style upon it. If you truly believe the map has too many significant issues to address individually, try to give a general statement of why this is the case and what direction you think the map should go in to get back on track.

hi-mei wrote:

basically its just all wrong and weird.
So first of all, "you" may "feel" things to be not right or weird, but that doesn't mean the mapper's opinion is just completely wrong. Everyone has their own opinions, and just calling others to be wrong because it is different with yours didn't really seem to be respecting the mapper's idea. And you know, this way, it's either hard for your opinion to gain respect.

hi-mei wrote:

not to mention that ure basically copied entire pattern 00:09:305 (1,2,1,2,1,2,1,2) - here and flipped it horizontally, which isnt contributing to the overall quality.

hi-mei wrote:

00:12:193 (1,2,1,2,1,2) - it is a bad attempt to add a variety in structure, that youre used twice (copy-paste ^ that i mentioned above), I dont see any structure, or any logical object placement there, its just flow and thats it.

hi-mei wrote:

and also its just sad to see that youre copying everything over and over, just zero improvisation.
Seeming from these sentence, it looks like you are considering repeated patterns based on copying objects to be bad. It could be. But from whose perspective were you talking about? Were patterns being copied where they weren't meant to be according to the beatmap's "current design", or was it according to "your personal style" that beatmaps with a lot of variety are high in quality?

hi-mei wrote:

moreover, usually kicksliders are used to cover the mediocre sound on slider end in triplets, but in this sound measure you dont have it.
Continuous from the comment before, this kind of sentence made me feel you were making mods based on your "personal style" in prior to the beatmap's "current design". I'm not really sure what you were meaning when you say the word "usually", but at least it didn't felt to be refering to the usual usage of 1/4 kicksliders in "this" map. The "usual" usage of 1/4 kick sliders in "this" map (talking about the highest diff) was appearing at the HAI sounds of the vocal and the only exception was at 01:03:851 (1,2,3) with a slightly different rhythm composition. Maybe it was your opinion that such concept to be fundamentally flawed from the beginning that made you raise this point out. However without showing that you have truely understood or attempted to understand the intention of the mapper, the points feel less persuasive than you may think.

You'll know just telling the map to be bluntly "wrong" is something highly disrespectful to say to a mapper.

Whether intended or not, the languages you were using felt to be quite offensive towards the mapper which made me confused if you were really attempting to provide a help on this mapset or was just attacking. I think you should be considering about your language selection much more seriously when making future mod posts...... It's the one that even goes before the actual contents of your mod post.

And of course, I'm not implying the contents of the mod itself to be worthless or something so I hope you don't get me wrong.



Besides that, I hope Karia could be investing some time to apply these mods since I see some points that are good enough to be addressed. Maybe I'll be checking this myself once again later on.
show more
Please sign in to reply.

New reply